feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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95
SVSim.BattleEngine/Engine/MecanimStateBase.cs
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95
SVSim.BattleEngine/Engine/MecanimStateBase.cs
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using UnityEngine;
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public class MecanimStateBase : MonoBehaviour
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{
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[SerializeField]
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private string m_openStateName;
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[SerializeField]
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private string m_closeStateName;
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[SerializeField]
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private MecanimStateBase m_autoNextState;
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public string OpenStateName
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{
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get
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{
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return m_openStateName;
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}
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set
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{
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m_openStateName = value;
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}
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}
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public string CloseStateName
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{
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get
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{
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return m_closeStateName;
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}
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set
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{
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m_closeStateName = value;
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}
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}
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public MecanimStateBase NextState
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{
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get
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{
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return m_autoNextState;
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}
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set
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{
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m_autoNextState = value;
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}
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}
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public bool DontMove { get; private set; }
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public virtual bool onOpenRequest(MecanimStateBase prev, bool isSkip)
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{
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return true;
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}
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public virtual void onOpen()
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{
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DontMove = false;
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}
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public virtual void onUpdateOpenAnim()
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{
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}
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public virtual void onFinishOpenAnim()
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{
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}
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public virtual bool onCloseRequest(MecanimStateBase next, bool isSkip)
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{
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return true;
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}
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public virtual void onClose()
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{
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DontMove = true;
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}
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public virtual void onUpdateCloseAnim()
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{
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}
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public virtual void onFinishCloseAnim()
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{
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}
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public virtual void onMove()
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{
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}
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public virtual void onNotify(int value)
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{
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}
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}
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